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Les notifications de la ferme
1er décembre 2010, parAfin d’assurer une gestion correcte de la ferme, il est nécessaire de notifier plusieurs choses lors d’actions spécifiques à la fois à l’utilisateur mais également à l’ensemble des administrateurs de la ferme.
Les notifications de changement de statut
Lors d’un changement de statut d’une instance, l’ensemble des administrateurs de la ferme doivent être notifiés de cette modification ainsi que l’utilisateur administrateur de l’instance.
À la demande d’un canal
Passage au statut "publie"
Passage au (...) -
Création définitive du canal
12 mars 2010, parLorsque votre demande est validée, vous pouvez alors procéder à la création proprement dite du canal. Chaque canal est un site à part entière placé sous votre responsabilité. Les administrateurs de la plateforme n’y ont aucun accès.
A la validation, vous recevez un email vous invitant donc à créer votre canal.
Pour ce faire il vous suffit de vous rendre à son adresse, dans notre exemple "http://votre_sous_domaine.mediaspip.net".
A ce moment là un mot de passe vous est demandé, il vous suffit d’y (...) -
Emballe médias : à quoi cela sert ?
4 février 2011, parCe plugin vise à gérer des sites de mise en ligne de documents de tous types.
Il crée des "médias", à savoir : un "média" est un article au sens SPIP créé automatiquement lors du téléversement d’un document qu’il soit audio, vidéo, image ou textuel ; un seul document ne peut être lié à un article dit "média" ;
Sur d’autres sites (3395)
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Announcing the first free software Blu-ray encoder
For many years it has been possible to make your own DVDs with free software tools. Over the course of the past decade, DVD creation evolved from the exclusive domain of the media publishing companies to something basically anyone could do on their home computer.
But Blu-ray has yet to get that treatment. Despite the “format war” between Blu-ray and HD DVD ending over two years ago, free software has lagged behind. “Professional” tools for Blu-ray video encoding can cost as much as $100,000 and are often utter garbage. Here are two actual screenshots from real Blu-rays : I wish I was making this up.
But today, things change. Today we take the first step towards a free software Blu-ray creation toolkit.
Thanks to tireless work by Kieran Kunyha, Alex Giladi, Lamont Alston, and the Doom9 crowd, x264 can now produce Blu-ray-compliant video. Extra special thanks to The Criterion Collection for sponsoring the final compliance test to confirm x264′s Blu-ray compliance.
With x264′s powerful compression, as demonstrated by the incredibly popular BD-Rebuilder Blu-ray backup software, it’s quite possible to author Blu-ray disks on DVD9s (dual-layer DVDs) or even DVD5s (single-layer DVDs) with a reasonable level of quality. With a free software encoder and less need for an expensive Blu-ray burner, we are one step closer to putting HD optical media creation in the hands of the everyday user.
To celebrate this achievement, we are making available for download a demo Blu-ray encoded with x264, containing entirely free content !
On this Blu-ray are the Open Movie Project films Big Buck Bunny and Elephant’s Dream, available under a Creative Commons license. Additionally, Microsoft has graciously provided about 6 minutes of lossless HD video and audio (from part of a documentary project) under a very liberal license. This footage rounds out the Blu-ray by adding some difficult live-action content in addition to the relatively compressible CGI footage from the Open Movie Project. Finally, we used this sound sample, available under a Creative Commons license.
You may notice that the Blu-ray image is only just over 2GB. This is intentional ; we have encoded all the content on the disk at appropriate bitrates to be playable from an ordinary 4.7GB DVD. This should make it far easier to burn a copy of the Blu-ray, since Blu-ray burners and writable media are still relatively rare. Most Blu-ray players will treat a DVD containing Blu-ray data as a normal Blu-ray disc. A few, such as the Playstation 3, will not, but you can still play it as a data disc.
Finally, note that (in accordance with the Blu-ray spec) the disc image file uses the UDF 2.5 filesystem, which may be incompatible with some older virtual drive and DVD burning applications. You’ll also need to play it on an actual Blu-ray player if you want to get the menus and such working correctly. If you’re looking to play it on a PC, a free trial of Arcsoft TMT is available here.
What are you waiting for ? Grab a copy today !
UPDATE : Here is an AVCHD-compliant version of the above, which should work better when burned on a DVD-5 instead of a BD-R. (mirror)
What’s left before we have a fully free software Blu-ray creation toolkit ? Audio is already dealt with ; AC3 audio (aka Dolby Digital), the format used in DVD, is still supported by Blu-ray, and there are many free software AC3 encoders. The primary missing application is a free software Blu-ray authoring tool, to combine the video and audio streams to create a Blu-ray file structure with the menus, chapters, and so forth that we have all come to expect. But the hardest part is dealt with : we can now create compatible video and audio streams.
In the meantime, x264 can be used to create streams to be authored using Blu-Print, Scenarist, Encore or other commercial authoring tools.
More detailed documentation on the new Blu-ray support and how to use it can be found in the official commit message. Do keep in mind that you have to export to raw H.264 (not MKV or MP4) or else the buffering information will be slightly incorrect. Finally, also note that the encoding settings given as an example are not a good choice for general-purpose encoding : they are intentionally crippled by Blu-ray restrictions, which will significantly reduce compression for ordinary non-Blu-ray encoding.
In addition to Blu-ray support, the aforementioned commit comes with a lot of fun extras :
x264 now has native variable-framerate ratecontrol, which makes sure your encodes get a correct target bitrate and proper limiting of maximum bitrate even if the duration of every frame is different and the “framerate” is completely unknown. This helps a lot when encoding from variable-framerate container formats such as FLV and WMV, along with variable-framerate content such as anime.
x264 now supports pulldown (telecine) in much the same fashion as it is handled in MPEG-2. The calling application can pass in flags representing how to display a frame, allowing easy transcoding from MPEG-2 sources with pulldown, such as broadcast television. The x264 commandline app contains some examples of these (such as the common 3:2 pulldown pattern).
x264 now also exports HRD timing information, which is critical for compliant transport stream muxing. There is currently an active project to write a fully DVB-compatible free software TS muxer that will be able to interface with x264 for a seamless free software broadcast system. It will likely also be possible to repurpose this muxer as part of a free software Blu-ray authoring package.
All of this is now available in the latest x264.
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Adding ffmpeg OMX codec to Genymotion Android 4.4.2 emulator
22 avril 2016, par photonBasic Question :
Is there a way to add a new audio codec to the Genymotion Android emulator, short of downloading the entire Android source, learning how to build it, and creating my own version of Android ?
Context :
I have written a java Android app that acts as an audio renderer, as well as being a DLNA/OpenHome server and client. Think "BubbleUpnp" without video. My primary development platform is Win8.1. The program started as an ActiveState "pure-perl" DLNA MediaServer on Windows, which I then ported to Ubuntu, which I got working under Android a few years ago. It was pretty funky ... all UI being presented thru an HTTP server/jquery/jquery-ui, served from an Ubuntu shell running under Android (a trick in itself), serving up HTML pages to Chrome running on the same (Android) device. Besides being "funky" it had a major drawback that it required a valid IP address to work ... as I could not figure out how to get ubuntu to have a local loopback device for a 127.0.0.01 localhost I use the app as a "car stereo" on my boat (which is my home), which is often not hooked up to the internet.
I had a hard time getting started in Android app development because the speed of the Android emulators in Eclipse was horrid, and the ADB drivers did not work from Win8 for the longest time.
Then one day, about a year ago, I ran into Genymotion (kudos to the authors), and all of a sudden I had a workable Android development environment, so I added a Java implementation of the DLNA server, which then grew into a renderer also, using Android’s MediaPlayer class, and, adding the ability to act as a DLNA control point, and more recently also added OpenHome servers and renderers to it.
In a separate effort, I created a build environment for this program called fpCalc, based on ffMpeg, on a variety of platforms, including Win, Linux, and Android x86, arm, and arm7 devices (bitbucket.org/phorton1/) and did an extensive series of tests to determine the validity, and longevity of fpcalc fingerprints, discovering that the fpCalc fingerprint changed based on the version of ffmpeg it was built against, a separate topic to be sure, but in the process, learned at least a bit about how to build ffmpeg as well as Android shared libraries, JNI interfaces, etc.
So now the Android-Java version of the program has advanced past the old perl version, and I am debating whether I want to continue to try to build the perl version (and or add an wxPerl UI) to it.
One issue that has arisen, for me, is that the Genymotion emulator does not support WMA decoding ... as Android dropped support for WMA due to licensing issues, etc, a ways back in time ... yet my music library has significant numbers of tunes in WMA files, and I don’t want to "convert" them, my carefully thought-out philosophy is that my program does not modify the contents, or tags, or anything in the original media files that I have accumulated, or will receive in the future, rather treating them as "artifacts" worth preserving "as is". No conversion is going to make a file "better" than it was, and I wish to preserve ALL of the original sources for ALL of my music going forward.
So, I’m thinking, gee, I can build FFMPEG on 7 different platforms, and I see all these references to "OMX FFMPEG Codec Support for Android" on the net, so I’m thinking, "All I need to do is create the OMX Component and somehow get it into Genymotion".
I have studied up OMX, OpenMaxIL, seen Michael Chen’s posts, seen the stack overflow questions
How to make ffmpeg codec componet as OMX component
and
Android : How to integrate a decoder to multimedia framework
and Cedric Fung’s page https://vec.io/posts/use-android-hardware-decoder-with-omxcodec-in-ndk, and Michael Chen’s repository at https://github.com/omxcodec , as well as virtually every other page on the net that mentions any combination of libstagefright, OMX, Genymotion, and FFMPEG.
(this page would not let me put more than 2 links as i don’t have a "10" reputation, or I would have listed some of the sources I have seen) ..
My Linux development environment is a Ubuntu12.04 vbox running on my win machine. I have downloaded and run the Android-x86 iso as a vbox, and IT contains the ffmpeg codecs, but unfortunately, it neither supports a wifi interface, nor the vbox "guest additions", so it has a really funky mouse. I tried for about 3 days to address those two issues, but in the end do not feel it is usable for my puproses, and I really like the way genymotion "feels", particularly the moust support, so I’d like to keep genymotion as my "windows android" virtual device under which I may run my program, deprecate and stop using my old perl source,
except genymotion does not support WMA files ...
Several side notes :
(a) There is no good way to write a single sourced application in Java that runs natively in Windows, AND as an Android app.
(b) I don’t want to reboot my Windows machine to a "real" Android device just to play my music files. The machine has to stay in Windows as I use it for other things as well.
(c) I am writing this as my machine is in the 36th hour of downloading the entire ASOP source code base to a partition in my Ubuntu vbox while I am sitting in a hotel room on a not-so-good internet connection in Panama City, Panama, before I return to my boat in remote Bocas Del Toro Panama, where the internet connection is even worse.
(d) I did get WMA decoding to work in my app by calling my FFMPEG executable from Java (converting it to either WAV/PCM or AAC), but, because of limitations in Android’s MediaPlayer, it does not work well, particularly for remotely hosted WMA files ... MediaPlayer insists on having the whole file present before it starts to play, which can take several seconds or longer, and I am hoping that by getting a ’real’ WMA codec underneath MediaPlayer, that problem will just disappear ....
So, I’m trying to figure this whole mess out. There are a lot of tantalizing clues, and suggestions, but what I have found, or at least what I am starting to believe, is that if I want to add a simple WMA audio decoding codec to Android (Genymotion), not only do I have to download, basically, the ENTIRE ASOP Android source tree, and learn a new set of tools (repo, etc), but I have to (be able to) rebuild, from scratch, the entire Android system, esp. libstagefright.so in such a way as to be COMPLETELY compatible with the existing one in GenyMotion, while at the same time adding ffmpeg codecs ala Michael Chen’s page.
And I’m just asking, is it, could it really be that difficult ?
Anyways, this makes me crazy. Is there no way to just build a new component, or at worst a new OMX core, and add it to Genymotion, WITHOUT building all of Android, and preferably, based only on the OMX h files ? Or do I REALLY have to replace the existing libstagefright.so, which means, basically, rebuilding all of Android ...
p.s. I thought it would be nice to get this figured out, build it, and then post the installable new FFMPEG codecs someplace for other people to use, so that they don’t also grow warts on their ears and have steam shooting out of their eyeballs, while they get old trying to figure it out ....
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Writing A Dreamcast Media Player
6 janvier 2017, par Multimedia Mike — Sega DreamcastI know I’m not the only person to have the idea to port a media player to the Sega Dreamcast video game console. But I did make significant progress on an implementation. I’m a little surprised to realize that I haven’t written anything about it on this blog yet, given my propensity for publishing my programming misadventures.
This old effort had been on my mind lately due to its architectural similarities to something else I was recently brainstorming.
Early Days
Porting a multimedia player was one of the earliest endeavors that I embarked upon in the multimedia domain. It’s a bit fuzzy for me now, but I’m pretty sure that my first exposure to the MPlayer project in 2001 arose from looking for a multimedia player to port. I fed it through the Dreamcast development toolchain but encountered roadblocks pretty quickly. However, this got me looking at the MPlayer source code and made me wonder how I could contribute, which is how I finally broke into practical open source multimedia hacking after studying the concepts and technology for more than a year at that point.Eventually, I jumped over to the xine project. After hacking on that for awhile, I remembered my DC media player efforts and endeavored to compile xine to the console. The first attempt was to simply compile the codebase using the Dreamcast hobbyist community’s toolchain. This is when I came to fear the multithreaded snake pit in xine’s core. Again, my memories are hazy on the specifics, but I remember the engine having a bunch of threading hacks with comments along the lines of “this code deadlocks sometimes, so on shutdown, monitor this lock and deliberately break it if it has been more than 3 seconds”.
Something Workable
Eventually, I settled on a combination of FFmpeg’s libavcodec library for audio and video decoders, xine’s demuxer library, and xine’s input API, combined with my own engine code to tie it all together along with video and output drivers provided by the KallistiOS hobbyist OS for Dreamcast. Here is a simple diagram of the data movement through this player :
Details and Challenges
This is a rare occasion when I actually got to write the core of a media player engine. I made some mistakes.xine’s internal clock ran at 90000 Hz. At least, its internal timestamps were all in reference to a 90 kHz clock. I got this brilliant idea to trigger timer interrupts at 6000 Hz to drive the engine. Whatever the timer facilities on the Dreamcast, I found that 6 kHz was the greatest common divisor with 90 kHz. This means that if I could have found an even higher GCD frequency, I would have used that instead.
So the idea was that, for a 30 fps video, the engine would know to render a frame on every 200th timer interrupt. I eventually realized that servicing 6000 timer interrupts every second would incur a ridiculous amount of overhead. After that, my engine’s philosophy was to set a timer to fire for the next frame while beginning to process the current frame. I.e., when rendering a frame, set a timer to call back in 1/30th of a second. That worked a lot better.
As I was still keen on 8-bit paletted image codecs at the time (especially since they were simple and small for bootstrapping this project), I got to use output palette images directly thanks to the Dreamcast’s paletted textures. So that was exciting. The engine didn’t need to convert the paletted images to a different colorspace before rendering. However, I seem to recall that the Dreamcast’s PowerVR graphics hardware required that 8-bit textures be twiddled/swizzled. Thus, it was still required to manipulate the 8-bit image before rendering.
I made good progress on this player concept. However, a huge blocker for me was that I didn’t know how to make a proper user interface for the media player. Obviously, programming the Dreamcast occurred at a very low level (at least with the approach I was using), so there were no UI widgets easily available.
This was circa 2003. I assumed there must have been some embedded UI widget libraries with amenable open source licenses that I could leverage. I remember searching and checking out a library named libSTK. I think STK stood for “set-top toolkit” and was positioned specifically for doing things like media player UIs on low-spec embedded computing devices. The domain hosting the project is no longer useful but this appears to be a backup of the core code.
It sounded promising, but the libSTK developers had a different definition of “low-spec embedded” device than I did. I seem to recall that they were targeting something along with likes of a Pentium III clocked at 800 MHz with 128 MB RAM. The Dreamcast, by contrast, has a 200 MHz SH-4 CPU and 16 MB RAM. LibSTK was also authored in C++ and leveraged the Boost library (my first exposure to that code), and this all had the effect of making binaries quite large while I was trying to keep the player in lean C.
Regrettably, I never made any serious progress on a proper user interface. I think that’s when the player effort ran out of steam.
The Code
So, that’s another project that I never got around to finishing or publishing. I was able to find the source code so I decided to toss it up on github, along with 2 old architecture outlines that I was able to dig up. It looks like I was starting small, just porting over a few of the demuxers and decoders that I knew well.I’m wondering if it would still be as straightforward to separate out such components now, more than 13 years later ?
The post Writing A Dreamcast Media Player first appeared on Breaking Eggs And Making Omelettes.